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Bormir1r
Fatal Absolution General Tso's Alliance
415
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Posted - 2014.06.13 23:29:00 -
[1] - Quote
This weapon is utterly OP. In one second you can just mow down scouts, and in two you mow down assaults. Granted the role of the heavy is to do a lot more damage but sacrifice speed, however there is too much damage. This is certainly evident from just the fact of when many of the weapons were nerfed in 1.8. However, the HMG was left untouched and furthermore had it's range buffed. Even though it didn't receive any future buffs, it did however gain an indirect buff due to the nerfs of all the other weapons. A single bullet does almost as much as a Six Kin Combat Rifle's, currently, yet it has twice the rate of fire. That means the HMG is doing almost twice the damage of a Six Kin, and the Six Kin is still an extremely deadly weapon.
In this respect I suggest the HMG receive a slight nerf, to balance it's power/role compared to the other weapons. When many weapons were nerfed in 1.8, they were generally nerfed by about 10%, and in the same manner, the HMG's firepower should be reduced from 18.00 to 16.00, (1.8 rounded to 2). This should and would balance out the HMG making balanced in comparison to other weapons.
"One does not simply" run 11.12 m/s.
Oh wait, mk.0 Scouts do it... Oops.
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Vitharr Foebane
Terminal Courtesy
1342
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Posted - 2014.06.13 23:35:00 -
[2] - Quote
If the HMG is nerfed to the point where a light weapon does comparable damage what would the point of using a heavy weapon when a light weapon would do the same damage AND have more range...
Amarr: Sentinel V Scout V Assault IV Commando IV Logistics IV
I place my faith in my God, my Empress, and my Laz0r
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Feldt-Grace
Anaheim Electronics Manufacture Company
10
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Posted - 2014.06.13 23:44:00 -
[3] - Quote
The HMG is not OP, but the reload time could be longer~
TRANS-AM!
Gundam, DUST and more Gameplays
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Soreconyr
Rise Of Old Dudes
64
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Posted - 2014.06.13 23:45:00 -
[4] - Quote
It's just as bad as the RR and CR but only within 20m. The problem, I think, is Headshot Bonuses.
Going to the center of the body won't insta-kill anything. But, anywhere near the head and you have at least a half dozen bonuses firing off every second.
Blame skill or ask to have ALL Headshot Bonuses removed - from all weapons, if you really want to be "fair".
July 17 - Destiny waits for no one.
PSN: The_Rynoceros
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
10604
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Posted - 2014.06.13 23:58:00 -
[5] - Quote
I really don't see what all the HMG hate is.....
It now has a competitive range, the high DPS you'd expect of a Minigun weapon, and great magazine size.
I'm not a heavy but it seems to me that the Sentinel is doing exactly what it is supposed to be doing.
"You are weak Ouryon....weakness serves not the Empire. I shall teach you strength."
-Yurius of the Brutor to Ouryon
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Scheneighnay McBob
The Last of DusT. General Tso's Alliance
5254
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Posted - 2014.06.14 00:00:00 -
[6] - Quote
Feldt-Grace wrote:The HMG is not OP, but the reload time could be longer~ A clip size nerf might just do it, actually.
Think about it: the HMG would become a breaching weapon- you want the first guy through the door to have one, but after that you'll need assault rifles and the like to back it up. While a group of HMG heavies would initially be devastating, they would all be reloading by the time a shotgun scout runs into the room as backup.
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One Eyed King
Land of the BIind
1976
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Posted - 2014.06.14 00:20:00 -
[7] - Quote
I also think their rotation speed has something to do with it. They are significantly heavier, use an incredibly heavy weapon, yet can pirouette pretty much the same as anyone else.
Its easy to get kills when you can spam the HMG 360 at the speed a fast scout can run around you in CQC. Not much skill involved.
This is how a minja feels
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Vitharr Foebane
Terminal Courtesy
1342
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Posted - 2014.06.14 00:25:00 -
[8] - Quote
One Eyed King wrote:I also think their rotation speed has something to do with it. They are significantly heavier, use an incredibly heavy weapon, yet can pirouette pretty much the same as anyone else.
Its easy to get kills when you can spam the HMG 360 at the speed a fast scout can run around you in CQC. Not much skill involved. Plates affect turn speed so no a heavy cannot "pirouette pretty much the same as anyone else" unless they sacrifice HP to do so.
Amarr: Sentinel V Scout V Assault IV Commando IV Logistics IV
I place my faith in my God, my Empress, and my Laz0r
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low genius
The Sound Of Freedom
1975
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Posted - 2014.06.14 00:26:00 -
[9] - Quote
the problem is ccp.
that is all.
rip ccp. it was a good run.
www.forum.eternalcrusade.com
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Izlare Lenix
Last VenDetta. Dark Taboo
692
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Posted - 2014.06.14 00:44:00 -
[10] - Quote
Give heavies a slightly slower turn speed and that would be fine.
Gun control is not about guns...it's about control.
The only way to ensure freedom is by having the means to defend it.
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One Eyed King
Land of the BIind
1976
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Posted - 2014.06.14 00:49:00 -
[11] - Quote
Vitharr Foebane wrote:One Eyed King wrote:I also think their rotation speed has something to do with it. They are significantly heavier, use an incredibly heavy weapon, yet can pirouette pretty much the same as anyone else.
Its easy to get kills when you can spam the HMG 360 at the speed a fast scout can run around you in CQC. Not much skill involved. Plates affect turn speed so no a heavy cannot "pirouette pretty much the same as anyone else" unless they sacrifice HP to do so. It certainly isn't noticeably slower. Not when you can just turn around in a fraction of a second without aiming spewing instant death.
This is how a minja feels
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Lorhak Gannarsein
Legio DXIV
3506
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Posted - 2014.06.14 01:07:00 -
[12] - Quote
One Eyed King wrote:Vitharr Foebane wrote:One Eyed King wrote:I also think their rotation speed has something to do with it. They are significantly heavier, use an incredibly heavy weapon, yet can pirouette pretty much the same as anyone else.
Its easy to get kills when you can spam the HMG 360 at the speed a fast scout can run around you in CQC. Not much skill involved. Plates affect turn speed so no a heavy cannot "pirouette pretty much the same as anyone else" unless they sacrifice HP to do so. It certainly isn't noticeably slower. Not when you can just turn around in a fraction of a second without aiming spewing instant death. From the perspective if the plate user it GD for sure noticeable.
CCP Rattati Best Dev
I gots to stop making 3am posts...
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Pvt Numnutz
Watchdoge Explosives
1468
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Posted - 2014.06.14 01:09:00 -
[13] - Quote
I've wanted to say something about this for a while, sometimes when a heavy kills me I see how long it takes for him to kill the blues or squad with me. It usually goes something like this, Heavy MH-82 hmg pvt numnutz Heavy MH-82 hmg blue berry Heavy MH-82 hmg blue berry Red berry Bk24 assault combat rifle blue berry Heavy MH-82 hmg blue berry
I'm sure everyone has seen this or something like it in the kill feed. Heavies mowing down groups of enemies in seconds with the kill feed stacking up. This happens constantly in every game. It does seem to be a problem, as even a basic hmg is capable of this, in fact its rather easy.
I raised the issue with a buddy of mine when he was playing on his heavy alt after he mowed down a good 3 or 4 people in a clip. We agreed the heavy suit wasn't the issue, that is the point of being a heavy sacrafising mobility for tank. So it was the hmg.
The damage doesn't necessarily need to be reduced, but there should be a mechanic to prevent a heavy from just killing everything it sees like increasing the heat buildup for continuous fire. That way it would still be just as easy to kill a few reds but being a one man tank would be harder. |
Brokerib
Lone Wolves Club
1366
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Posted - 2014.06.14 01:23:00 -
[14] - Quote
HMG is working as intended. It should be a weapon to fear, and should crunch through everything but another heavy within optimal range. And i say this as a scout who dies in half a second.
Prior to the buff I used to feel sorry when i saw a heavy HMG. And then killed them with ScP headshots from 40m out because they were so ineffectual. No longer.
Now i see a heavy with a HMG, i'm wary. As i should be when i come across a walking tank with a mini gun.
Knowledge is power
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Lynn Beck
Heaven's Lost Property
1800
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Posted - 2014.06.14 02:14:00 -
[15] - Quote
I like the heavies, they have their 'role' as the ish dropper in the squad, you just walk into a room and BAM! 1-16 people running to clean themselves.
However, even against other heavies the HMG ttk is too low.
As an HMGer, you NEED a Core Focused Minlogi5 to be able to reasonably last against 1 HMG, meanwhile any guy with a Six Kin Burst, just completely blasts through reps.
I would like if the HMG got like- a 3% nerf or so in Dmg, or a reduction in Optimal range, keeping Effective out at range, as Prijectile is supposed to have low Optimal but large Effective.
General John Ripper
Like ALL the things!!!
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Gavr1Io Pr1nc1p
429
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Posted - 2014.06.14 02:18:00 -
[16] - Quote
It needs tuning (a six kin burst can kill two scouts in one burst; true story, happened to me) , but id say to first nerf turning speed, and then slowly decrease the rate of fire as well as damage possibly.
Scout V HMG
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Lance 2ballzStrong
SyNergy Gaming EoN.
5065
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Posted - 2014.06.14 02:20:00 -
[17] - Quote
Complaining about a weapon that's SUPPOSE to kill...KILL everything in its range? What's the range? 10-15m? before dmg drop off?
I remember the days when I would turn and run away from a heavy... then I remember the days when I used to laugh at heavies while I proceeded to light them up with my AR... now I see people are crying about them being a fearful figure on the battlefield again.
As someone mentioned above, nerfing the magazine size might be the best way to nerf something that's doing its job.
Problem is while other weapons got a dmg nerf, the HMG didn't, so it basically got a buff vs other weapons. Is that the problem? Before it was shooting spitballs at people.
I look back at days when I feared assaults more in CQC than Heavies... just lol... but I guess that's what people want again.
( ._.) <('.'<)
"There there Mr. Heavy, it's not your fault CCP doesn't care about you"
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Yeeeuuuupppp
332
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Posted - 2014.06.14 03:02:00 -
[18] - Quote
I didn't read the actual post but I'm going to give a +1 Agreed, because I've been saying the title of this post for the longest
Rage Proficiency V
Mic status: Muted
Feel the wrath of my troll
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Bormir1r
Fatal Absolution General Tso's Alliance
417
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Posted - 2014.06.14 03:35:00 -
[19] - Quote
I think it is very safe to say that there is a problem with the HMG. While many of you don't necessarily agree upon the damage nerf, there is consensus on reducing the turn speed, and I completely agree, because I've literally seen heavies just whip around in less than a second and mow down people carelessly. There needs to be a larger penalty associated with the HMG. I think one thing you all have to understand and haven't necessarily commented on is that while many of the weapons had their damage nerfed in 1.8, the HMG was the untouched. I agree, the heavy is close to a perfect position, but there are 2 things that make it so OP one of which I haven't mentioned.
1. The HMG output is incredible, however I will concede that this is the role of the heavy. As Lynn Beck said, heavies should be feared, however they shouldn't be able to do 360s and whiplashing scouts without even noticing. (You can even imagine this. A heavy feels a little tickle from a bad shotgun blast, then whips around while blasting his HMG with no aim, and suddenly sees a scout drop down to the ground, no longer moving. The player all of a sudden seems stunned, surprised with the amazing power the HMG holds.) It also makes sense that because heavies are "heavier," they should turn slower do to their weight/ weight of the weapon.
2. I think another important condition, which doesn't apply to everyone, and specifically scouts, is the Sprinting Glitch. You all should agree that a immobile scout, is a dead scout. What I really don't understand is why it's been 4 updates, and CCP still hasn't fixed the bug. I get it whenever I immediately sprint after activating my cloak and after shooting my shotgun. As a scout, it is of utter importance for me to move immediately after firing my shotgun, because every second counts. And with the firepower of the HMG, it is impossible to avoid them with the sprinting glitch.
If these two issues were resolved, (I would even be happy if CCP did one of these things considering how long it's been and none of these issues have even been addressed), this game would be a lot more balanced and fun.
"One does not simply" run 11.12 m/s.
Oh wait, mk.0 Scouts do it... Oops.
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J4yne C0bb
Molon Labe. General Tso's Alliance
368
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Posted - 2014.06.14 04:24:00 -
[20] - Quote
The heavy is performing exactly as intended. I say that as a heavy player who does pretty well, and as a logi/scout who gets killed by them frequently.
Besides, the HMG did get something of a nerf in Hotfix Alpha when stun-locking was dialed down to zero. Stun-locking was most noticeable when caught by an HMG, where you had little chance of escaping around a corner or something once caught. Now other classes have a better chance of escaping when fired upon by a heavy, which is a fair nerf.
Dust 514... another leaf on the wind.
PSN ID: B16D4mnHer0
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J4yne C0bb
Molon Labe. General Tso's Alliance
369
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Posted - 2014.06.14 04:37:00 -
[21] - Quote
Bormir1r wrote:1. The HMG output is incredible, however I will concede that this is the role of the heavy. As Lynn Beck said, heavies should be feared, however they shouldn't be able to do 360s and whiplashing scouts without even noticing. (You can even imagine this. A heavy feels a little tickle from a bad shotgun blast, then whips around while blasting his HMG with no aim, and suddenly sees a scout drop down to the ground, no longer moving. The player all of a sudden seems stunned, surprised with the amazing power the HMG holds.) It also makes sense that because heavies are "heavier," they should turn slower do to their weight/ weight of the weapon. I'm sorry my man, but this simply is not an fair characterization of heavy vs. scout play, at least from the heavy perspective. It's true that you can turn much quicker than before, but it's still pretty easy to get pwned by a good shotgun scout or REs. And it's not simply a matter of whipping around then spray and pray -- even if I whip around quick enough, I still have to get a bead on the quick bastard and keep up with his quicker strafing ability to put him down. It takes maybe 2-3 good shots to end a heavy, and it's pretty easy to lose to a scout even if you do have time to whip around and fire, because by the time you do, he only needs one more killing shot.
There's a lot more skill involved in evading a shotgun to the back of the head that you are giving heavies credit for. Not trying to be argumentative with you, just saying.
Dust 514... another leaf on the wind.
PSN ID: B16D4mnHer0
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castba
Amarr Templars Amarr Empire
474
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Posted - 2014.06.14 05:05:00 -
[22] - Quote
J4yne C0bb wrote:Bormir1r wrote:1. The HMG output is incredible, however I will concede that this is the role of the heavy. As Lynn Beck said, heavies should be feared, however they shouldn't be able to do 360s and whiplashing scouts without even noticing. (You can even imagine this. A heavy feels a little tickle from a bad shotgun blast, then whips around while blasting his HMG with no aim, and suddenly sees a scout drop down to the ground, no longer moving. The player all of a sudden seems stunned, surprised with the amazing power the HMG holds.) It also makes sense that because heavies are "heavier," they should turn slower do to their weight/ weight of the weapon. I'm sorry my man, but this simply is not an fair characterization of heavy vs. scout play, at least from the heavy perspective. It's true that you can turn much quicker than before, but it's still pretty easy to get pwned by a good shotgun scout or REs. And it's not simply a matter of whipping around then spray and pray -- even if I whip around quick enough, I still have to get a bead on the quick bastard and keep up with his quicker strafing ability to put him down. It takes maybe 2-3 good shots to end a heavy, and it's pretty easy to lose to a scout even if you do have time to whip around and fire, because by the time you do, he only needs one more killing shot. There's a lot more skill involved in evading a shotgun to the back of the head that you are giving heavies credit for. Not trying to be argumentative with you, just saying. ^ This
I play both (speed) SG scout and burst heavy. Getting an hmg burst on a scout hitting me with a breach, advanced (any) or proto (any) sg can be either a) very difficult or b) impossible. By the time I turn 180 degrees, I have eaten (or have dealt if playing scout) two SG blasts. Also, doesn't every scout know to strafe the same way the heavy is turning (clockwise or counter-clockwise) and never take on face to face? Should be able to get the 3rd shot off without being hit (presuming 2 was not enough). |
Midas Fool
Watchdoge Explosives
444
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Posted - 2014.06.14 07:09:00 -
[23] - Quote
I love 16v16 heavies in the research facility map. Just constant whirring, constant death.
ZHRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR
RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR
RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR
Oh **** two more heaviesZHRRRRRRRRRRRRRRRRRRRRRRRRRRR
ZHRRRRRR ZHRRRRRRRRRRRRRRRRRR ZHRRRRRRRRRRRRR
It's kind of beautiful.
If they remove my (totally 100% balanced) exploit, they owe me cash money and a respec!!!
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Vitharr Foebane
Terminal Courtesy
1352
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Posted - 2014.06.14 07:11:00 -
[24] - Quote
Midas Fool wrote:I love 16v16 heavies in the research facility map. Just constant whirring, constant death.
ZHRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR
RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR
RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR
Oh **** two more heaviesZHRRRRRRRRRRRRRRRRRRRRRRRRRRR
ZHRRRRRR ZHRRRRRRRRRRRRRRRRRR ZHRRRRRRRRRRRRR
It's kind of beautiful. I love that sound(also i'm drunk xD) have a like, though as good as that sound is the chrome LR will forever be my favorite sound
Amarr: Sentinel V Scout V Assault IV Commando IV Logistics IV
I place my faith in my God, my Empress, and my Laz0r
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Meee One
BATTLE SURVEY GROUP Dark Taboo
851
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Posted - 2014.06.14 07:36:00 -
[25] - Quote
Bormir1r wrote:This weapon is utterly OP. In one second you can just mow down scouts, and in two you mow down assaults. Granted the role of the heavy is to do a lot more damage but sacrifice speed, however there is too much damage. This is certainly evident from just the fact of when many of the weapons were nerfed in 1.8. However, the HMG was left untouched and furthermore had it's range buffed. Even though it didn't receive any future buffs, it did however gain an indirect buff due to the nerfs of all the other weapons. A single bullet does almost as much as a Six Kin Combat Rifle's, currently, yet it has twice the rate of fire. That means the HMG is doing almost twice the damage of a Six Kin, and the Six Kin is still an extremely deadly weapon.
In this respect I suggest the HMG receive a slight nerf, to balance it's power/role compared to the other weapons. When many weapons were nerfed in 1.8, they were generally nerfed by about 10%, and in the same manner, the HMG's firepower should be reduced from 18.00 to 16.00, (1.8 rounded to 2). This should and would balance out the HMG making balanced in comparison to other weapons. TL;DR Heavies are too good at point defense (their role),nerf them!
Unless you're talking about HMG+ Heavy + LAV killing,working as intended.
Also, i've noticed a rather lethal weakness with heavies....over confidence in their high eHP,and most are situationally blind(tunnel vision).
Try this... -See heavy -Plant REs as a trap -Shoot heavy once -Let the heavy "chase you" -Occasionally turn around and shoot,just enough to keep their attention -Lead them to the REs -Make a "last stand" ducking into and out of cover -Blow up REs - +50 kill
For everything else theres mastercard.
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Arkena Wyrnspire
Fatal Absolution
14474
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Posted - 2014.06.14 07:53:00 -
[26] - Quote
A question to those heavy defenders.
How do you counter heavy spam on an objective map? Not just a couple of heavies, but when the enemy team is spamming them.
Shotgun scouts don't work because you get gibbed by a HMG even if its not your target's one (and also if it's a high level sentinel it can take 4 shots to kill them, at which point they have most certainly turned around and killed you). REs will get spotted if you start using them frequently against them.
No other class has a prayer of taking them on. You generally can't take them at range because in an objective there's cover and a lot of them will force you to within 20m of the heavy.
You have long since made your choice. What you make now is a mistake.
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Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
885
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Posted - 2014.06.14 08:08:00 -
[27] - Quote
Arkena Wyrnspire wrote:A question to those heavy defenders.
How do you counter heavy spam on an objective map? Not just a couple of heavies, but when the enemy team is spamming them.
Shotgun scouts don't work because you get gibbed by a HMG even if its not your target's one (and also if it's a high level sentinel it can take 4 shots to kill them, at which point they have most certainly turned around and killed you). REs will get spotted if you start using them frequently against them.
No other class has a prayer of taking them on. You generally can't take them at range because in an objective there's cover and a lot of them will force you to within 20m of the heavy.
High ground Or a shitstorm of competent scout. People who know how to use it and not simple FOTM chaser.
Again
the heavy is THE ONLY class that need to be supported and that cant do anything else than kill. No other way to do point than killing.
IF a medium frame have an easy task killin an heavy...then whats the point of the heavy?
Cal.Heavy-Min.Heavy-Amarr.Heavy
Believe in the FORGE, young padawans
SoloDoloreSuCharlie
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Alena Ventrallis
The Neutral Zone Psychotic Alliance
1322
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Posted - 2014.06.14 08:45:00 -
[28] - Quote
I demand a video.
Have a Gallente proto heavy (for maximum plates) turn 360 with no plates, and with all plates. Time it on both trials, and display the results. With this, we can definitely tell if this needs to be looked at or not. I don't have any heavy skills at all or I'd do it myself.
Another solution would be to have the HMG itself also apply a turn penalty.
That's what you get!! - DA Rick
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Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4420
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Posted - 2014.06.14 09:36:00 -
[29] - Quote
Bormir1r wrote:This weapon is utterly OP. In one second you can just mow down scouts, and in two you mow down assaults. Granted the role of the heavy is to do a lot more damage but sacrifice speed, however there is too much damage. This is certainly evident from just the fact of when many of the weapons were nerfed in 1.8. However, the HMG was left untouched and furthermore had it's range buffed. Even though it didn't receive any future buffs, it did however gain an indirect buff due to the nerfs of all the other weapons. A single bullet does almost as much as a Six Kin Combat Rifle's, currently, yet it has twice the rate of fire. That means the HMG is doing almost twice the damage of a Six Kin, and the Six Kin is still an extremely deadly weapon.
In this respect I suggest the HMG receive a slight nerf, to balance it's power/role compared to the other weapons. When many weapons were nerfed in 1.8, they were generally nerfed by about 10%, and in the same manner, the HMG's firepower should be reduced from 18.00 to 16.00, (1.8 rounded to 2). This should and would balance out the HMG making balanced in comparison to other weapons.
No. It's not supposed to be balanced. It's supposed to be superior. If it wasn't superior the heavy would have no purpose on the battlefield. His only role is combat and he needs to be better at it.
The counter to a heavy is another heavy, or multiple other frames, or attacking from range/geographical superiority.
If heavies outnumber you then that means the other team is lacking in logistics and radar supplementation. They should be easily cut off once they are killed, and they should be easily flanked. |
ANON Cerberus
ACME SPECIAL FORCES RISE of LEGION
829
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Posted - 2014.06.14 10:07:00 -
[30] - Quote
My only problem with the HMG is ~Maybe~ it has just a little little bit too much range. Many times it can pick me off at 40-50 meters when I assumed that the damage output wouldn't be enough, yet the HMG does kill at range. |
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ANON Cerberus
ACME SPECIAL FORCES RISE of LEGION
829
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Posted - 2014.06.14 10:09:00 -
[31] - Quote
Arkena Wyrnspire wrote:A question to those heavy defenders.
How do you counter heavy spam on an objective map? Not just a couple of heavies, but when the enemy team is spamming them.
Shotgun scouts don't work because you get gibbed by a HMG even if its not your target's one (and also if it's a high level sentinel it can take 4 shots to kill them, at which point they have most certainly turned around and killed you). REs will get spotted if you start using them frequently against them.
No other class has a prayer of taking them on. You generally can't take them at range because in an objective there's cover and a lot of them will force you to within 20m of the heavy.
The only TRUE counter is more heavys. I personally find the forge gun can be a deadly counter but its totally dependant on skill shots. None of this HMG spray and prey. |
Sequal Rise
Les Desanusseurs
31
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Posted - 2014.06.14 10:18:00 -
[32] - Quote
I think that the 2 main problems with the HGM are its impressive range and its ability to turn the character arround so fast (plates dont change anything to this...) I have an alt heavy (with 13M SP so it's a pretty good one) and I have to say that it is the "easy mode" of dust. It's absolutely normal that it melts down anything in a 10-15m range, but some peoples are wrong, it's ALSO melting down anything at 30-40 meters! And that isn't normal! Even if the damage goes arround 50% at 30meters, its amazing rate of fire makes this damage reduction useless.
I suggest that after 15m the damage should extremely drop off and this way the HGM will work as intended.
Sorry for my bad english :D
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shaman oga
Nexus Balusa Horizon
2274
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Posted - 2014.06.14 10:24:00 -
[33] - Quote
The HMG have too much efficiency at range. It should decrease greatly over 30 meters, it should be a CQC weapon, right now it melts everything even at 40 meters.
PSN: ogamega
I'm not a chef, i'm just a man who likes to cook.
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Racro 01 Arifistan
501st Knights of Leanbox
352
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Posted - 2014.06.14 10:47:00 -
[34] - Quote
Lance 2ballzStrong wrote:Complaining about a weapon that's SUPPOSE to kill...KILL everything in its range? What's the range? 10-15m? before dmg drop off?
I remember the days when I would turn and run away from a heavy... then I remember the days when I used to laugh at heavies while I proceeded to light them up with my AR... now I see people are crying about them being a fearful figure on the battlefield again.
As someone mentioned above, nerfing the magazine size might be the best way to nerf something that's doing its job.
Problem is while other weapons got a dmg nerf, the HMG didn't, so it basically got a buff vs other weapons. Is that the problem? Before it was shooting spitballs at people.
I look back at days when I feared assaults more in CQC than Heavies... just lol... but I guess that's what people want again.
unforutntley the hmg's optimal reaches out to 40 with effective of 60.
ironically this is where the assault rifles ranges are.
Elite Gallenten Soldier
|
Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4420
|
Posted - 2014.06.14 10:48:00 -
[35] - Quote
ANON Cerberus wrote:Arkena Wyrnspire wrote:A question to those heavy defenders.
How do you counter heavy spam on an objective map? Not just a couple of heavies, but when the enemy team is spamming them.
Shotgun scouts don't work because you get gibbed by a HMG even if its not your target's one (and also if it's a high level sentinel it can take 4 shots to kill them, at which point they have most certainly turned around and killed you). REs will get spotted if you start using them frequently against them.
No other class has a prayer of taking them on. You generally can't take them at range because in an objective there's cover and a lot of them will force you to within 20m of the heavy. The only TRUE counter is more heavys. I personally find the forge gun can be a deadly counter but its totally dependant on skill shots. None of this HMG spray and prey.
There are a lot of ways to break that scenario, but basically what is happening is the heavy is very good at entrenching into an area and holding lesser frames off when he has radar and nanohive support. But this is EXACTLY how it should be. The heavy frame absorbs all of the benefits his team gives to him and becomes an avatar of destruction. Without those benefits he's just a big, dumb, blind giant. First of all, if you let them entrench in the first place and you need to pay the price for that. I'm tired of hearing my own guys complain about this, it's scrubby as hell. If you're attempting to win then it is not acceptable to let such a thing happen like it's a small deal and expect to get it back easily because your theoretical gun game is superior. That's some 13 year old "im good at video games why aren't i winning?" logic, and I saw it every day when I was playing.
When someone clamps down on a point with large frames, you siege them. It's as simple as that. Back when I was playing PC every day even in FA we had people running into an objective over and over and over trying to take it and be the hero, or the more consolidated approach was to wait for 2 or 3 people and then push like it would make any real difference. That's just rolling the dice on hoping somebody on the enemy side wandered off and weakened their position. It's stupid. Was anybody going to high ground and shelling them with mass drivers? No. Rarely if ever. And that's a failure derived from ego.
A siege has to be done in a methodical fashion. You surround an area, specifically from high ground, you shell the hell out of it and destroy all enemy equipment and cut off uplink and nanohive support. Then, when the enemy is widdled down, you move in as a team. |
Lorhak Gannarsein
Legio DXIV
3512
|
Posted - 2014.06.14 11:00:00 -
[36] - Quote
Racro 01 Arifistan wrote:Lance 2ballzStrong wrote:Complaining about a weapon that's SUPPOSE to kill...KILL everything in its range? What's the range? 10-15m? before dmg drop off?
I remember the days when I would turn and run away from a heavy... then I remember the days when I used to laugh at heavies while I proceeded to light them up with my AR... now I see people are crying about them being a fearful figure on the battlefield again.
As someone mentioned above, nerfing the magazine size might be the best way to nerf something that's doing its job.
Problem is while other weapons got a dmg nerf, the HMG didn't, so it basically got a buff vs other weapons. Is that the problem? Before it was shooting spitballs at people.
I look back at days when I feared assaults more in CQC than Heavies... just lol... but I guess that's what people want again. unforutntley the hmg's optimal reaches out to 40 with effective of 60. ironically this is where the assault rifles ranges are.
Totally wrong.
Can't check, cos DT, but when it isn't I'll get numbers for you.
CCP Rattati Best Dev
I gots to stop making 3am posts...
|
Sequal Rise
Les Desanusseurs
31
|
Posted - 2014.06.14 11:01:00 -
[37] - Quote
Himiko Kuronaga wrote:[ Racro 01 Arifistan wrote: unforutntley the hmg's optimal reaches out to 40 with effective of 60.
ironically this is where the assault rifles ranges are.
Bullshit. There is a thing called spread. You are losing 90% of your DPS from that range with the HMG. The rifles are not. I swear to god, talking to people who play this game is like having a back-and-fourth with a 12 year old who thinks they know something because they overheard one of their friends talking about it.
60 meters is exagerating, but as I said, 30-40m kills with HMG happens all the time. And it shouldn't.
Sorry for my bad english :D
|
Ealphea Aeeagol
Last VenDetta. Dark Taboo
4
|
Posted - 2014.06.14 11:04:00 -
[38] - Quote
Bormir1r wrote:I ... there is consensus on reducing the turn speed ...
There is no consensus. There are people saying this, but at best there is a majority. |
Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4420
|
Posted - 2014.06.14 11:09:00 -
[39] - Quote
Reducing turn speed is a stupid move. We all had it before during chromosome and beta, and we all hated it. People didn't learn their lesson apparently. |
ugg reset
Molon Labe. General Tso's Alliance
587
|
Posted - 2014.06.14 11:14:00 -
[40] - Quote
I just gana drop this here
Thr33 is the magic number.
no hope.
|
|
Sum1ne Else
G0DS AM0NG MEN General Tso's Alliance
1200
|
Posted - 2014.06.14 11:18:00 -
[41] - Quote
ugg reset wrote:I just gana drop this here
AWESOME ^^^ Watch this, gr8 stuff ugg..'strategy and teamwork'
Impressive? Longest PLC Kill 151.8m - OHK on a Heavy
< < < Logi mk.0 - Commando gk.0 - Scout gk.0 - Sentinal ck.0
|
Sum1ne Else
G0DS AM0NG MEN General Tso's Alliance
1200
|
Posted - 2014.06.14 11:22:00 -
[42] - Quote
Impressive? Longest PLC Kill 151.8m - OHK on a Heavy
< < < Logi mk.0 - Commando gk.0 - Scout gk.0 - Sentinal ck.0
|
sid ori
TO THE DEATH
0
|
Posted - 2014.06.14 11:23:00 -
[43] - Quote
a standard HMG optimum range is 28m it has an effective range of 40m |
Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4422
|
Posted - 2014.06.14 11:30:00 -
[44] - Quote
ugg reset wrote:I just gana drop this here
People don't want to think for themselves. Like I said, it's 13 year old "why aren't I winning?" logic. |
RogueTrooper 2000AD
Neckbeard Absolution
83
|
Posted - 2014.06.14 11:48:00 -
[45] - Quote
A scrub scout whining about the hmg doing what its supposed to.
Dust has the most ridiculous player base ever.
Legion asap please.
Service with a smile
|
RogueTrooper 2000AD
Neckbeard Absolution
83
|
Posted - 2014.06.14 11:51:00 -
[46] - Quote
Have you ever thought that you are just plain sht maybe?, I'm serious.
Any scout who is having difficulty with anything is a straight up scrubby noob,. It really doesn't get any fking easier.
Service with a smile
|
RogueTrooper 2000AD
Neckbeard Absolution
83
|
Posted - 2014.06.14 11:53:00 -
[47] - Quote
Arkena Wyrnspire wrote:A question to those heavy defenders.
How do you counter heavy spam on an objective map? Not just a couple of heavies, but when the enemy team is spamming them.
Shotgun scouts don't work because you get gibbed by a HMG even if its not your target's one (and also if it's a high level sentinel it can take 4 shots to kill them, at which point they have most certainly turned around and killed you). REs will get spotted if you start using them frequently against them.
No other class has a prayer of taking them on. You generally can't take them at range because in an objective there's cover and a lot of them will force you to within 20m of the heavy.
Any spam is spam and a pain.
Be quiet.
Service with a smile
|
RogueTrooper 2000AD
Neckbeard Absolution
83
|
Posted - 2014.06.14 11:56:00 -
[48] - Quote
This thread is laughable at best.
A bunch of scrub scouts whining about the hmg.
I play both so I can see why.
Get good seriously and changing the thread title to 'the worst scouts in dust hate the hmg and here's why' would put it more into perspective.
You are all sht lol.
Service with a smile
|
The dark cloud
The Rainbow Effect
3253
|
Posted - 2014.06.14 12:05:00 -
[49] - Quote
Wait a sec, a scout complaining that he gets killed too quickly because he is using the suit with the lowest amount of HP? Get your passive scan skills up and you can shot heavys in the back. Thats what i do and i dont think that the HMG is OP. I play as scout, heavy and logi and know all up and downsides to it. heavys are there for close quarter point defense but have very crappy passive scanning skills. |
Bormir1r
Fatal Absolution General Tso's Alliance
423
|
Posted - 2014.06.14 15:59:00 -
[50] - Quote
J4yne C0bb wrote:Bormir1r wrote:1. The HMG output is incredible, however I will concede that this is the role of the heavy. As Lynn Beck said, heavies should be feared, however they shouldn't be able to do 360s and whiplashing scouts without even noticing. (You can even imagine this. A heavy feels a little tickle from a bad shotgun blast, then whips around while blasting his HMG with no aim, and suddenly sees a scout drop down to the ground, no longer moving. The player all of a sudden seems stunned, surprised with the amazing power the HMG holds.) It also makes sense that because heavies are "heavier," they should turn slower do to their weight/ weight of the weapon. I'm sorry my man, but this simply is not an fair characterization of heavy vs. scout play, at least from the heavy perspective. It's true that you can turn much quicker than before, but it's still pretty easy to get pwned by a good shotgun scout or REs. And it's not simply a matter of whipping around then spray and pray -- even if I whip around quick enough, I still have to get a bead on the quick bastard and keep up with his quicker strafing ability to put him down. It takes maybe 2-3 good shots to end a heavy, and it's pretty easy to lose to a scout even if you do have time to whip around and fire, because by the time you do, he only needs one more killing shot. There's a lot more skill involved in evading a shotgun to the back of the head that you are giving heavies credit for. Not trying to be argumentative with you, just saying.
Ok, I can sympathize with the heavies, but you have to at least grant the fact that an immobile scout is a dead scout, and this comes from the sprinting glitch, and also the slug bullets which we're still experiencing now. Also it takes an average of 4 SG shots to kill a heavy, and up to 5 or 6 shots for a Gall Heavy, which to me makes it a little too hard to kill a heavy, and not taking into account the really bad hit detection from the shotgun.
"One does not simply" run 11.12 m/s.
Oh wait, mk.0 Scouts do it... Oops.
|
|
Bormir1r
Fatal Absolution General Tso's Alliance
423
|
Posted - 2014.06.14 16:13:00 -
[51] - Quote
Meee One wrote:Bormir1r wrote:This weapon is utterly OP. In one second you can just mow down scouts, and in two you mow down assaults. Granted the role of the heavy is to do a lot more damage but sacrifice speed, however there is too much damage. This is certainly evident from just the fact of when many of the weapons were nerfed in 1.8. However, the HMG was left untouched and furthermore had it's range buffed. Even though it didn't receive any future buffs, it did however gain an indirect buff due to the nerfs of all the other weapons. A single bullet does almost as much as a Six Kin Combat Rifle's, currently, yet it has twice the rate of fire. That means the HMG is doing almost twice the damage of a Six Kin, and the Six Kin is still an extremely deadly weapon.
In this respect I suggest the HMG receive a slight nerf, to balance it's power/role compared to the other weapons. When many weapons were nerfed in 1.8, they were generally nerfed by about 10%, and in the same manner, the HMG's firepower should be reduced from 18.00 to 16.00, (1.8 rounded to 2). This should and would balance out the HMG making balanced in comparison to other weapons. TL;DR Heavies are too good at point defense (their role),nerf them! Unless you're talking about HMG+ Heavy + LAV killing,working as intended. Also, i've noticed a rather lethal weakness with heavies....over confidence in their high eHP,and most are situationally blind(tunnel vision). Try this... -See heavy -Plant REs as a trap -Shoot heavy once -Let the heavy "chase you" -Occasionally turn around and shoot,just enough to keep their attention -Lead them to the REs -Make a "last stand" ducking into and out of cover -Blow up REs - +50 kill For everything else theres mastercard.
Problem is that the sprinting glitch and slug bullets (from HMG) completely destroy the idea of "shooting once" and trying to get the heavy to chase you.
"One does not simply" run 11.12 m/s.
Oh wait, mk.0 Scouts do it... Oops.
|
Mobius Wyvern
Onslaught Inc RISE of LEGION
5299
|
Posted - 2014.06.14 16:25:00 -
[52] - Quote
Scheneighnay McBob wrote:Feldt-Grace wrote:The HMG is not OP, but the reload time could be longer~ A clip size nerf might just do it, actually. Think about it: the HMG would become a breaching weapon- you want the first guy through the door to have one, but after that you'll need assault rifles and the like to back it up. While a group of HMG heavies would initially be devastating, they would all be reloading by the time a shotgun scout runs into the room as backup. I like the way you think.
|
Amuf Oratok
Maphia Clan Corporation
16
|
Posted - 2014.06.14 16:33:00 -
[53] - Quote
I wonder why an heavy was able to completely deplete my shield from 75 meters while I was running.
YOLAAC: You Only Live As A Clone
Die and Rise
|
Arcturis Vanguard
Red Star. EoN.
128
|
Posted - 2014.06.14 16:41:00 -
[54] - Quote
Bormir1r wrote:J4yne C0bb wrote:Bormir1r wrote:1. The HMG output is incredible, however I will concede that this is the role of the heavy. As Lynn Beck said, heavies should be feared, however they shouldn't be able to do 360s and whiplashing scouts without even noticing. (You can even imagine this. A heavy feels a little tickle from a bad shotgun blast, then whips around while blasting his HMG with no aim, and suddenly sees a scout drop down to the ground, no longer moving. The player all of a sudden seems stunned, surprised with the amazing power the HMG holds.) It also makes sense that because heavies are "heavier," they should turn slower do to their weight/ weight of the weapon. I'm sorry my man, but this simply is not an fair characterization of heavy vs. scout play, at least from the heavy perspective. It's true that you can turn much quicker than before, but it's still pretty easy to get pwned by a good shotgun scout or REs. And it's not simply a matter of whipping around then spray and pray -- even if I whip around quick enough, I still have to get a bead on the quick bastard and keep up with his quicker strafing ability to put him down. It takes maybe 2-3 good shots to end a heavy, and it's pretty easy to lose to a scout even if you do have time to whip around and fire, because by the time you do, he only needs one more killing shot. There's a lot more skill involved in evading a shotgun to the back of the head that you are giving heavies credit for. Not trying to be argumentative with you, just saying. Ok, I can sympathize with the heavies, but you have to at least grant the fact that an immobile scout is a dead scout, and this comes from the sprinting glitch, and also the slug bullets which we're still experiencing now. Also it takes an average of 4 SG shots to kill a heavy, and up to 5 or 6 shots for a Gall Heavy, which to me makes it a little too hard to kill a heavy, and not taking into account the really bad hit detection from the shotgun.
So because of ccps bad coding we need to nerf a weapon to compensate. OR how about Ccp just fixes their coding.
Seriously legion will be no different from dust today. They are using the same engine, just a new platform. If they can't fix their problems now how is moving to a new platform going to instafix the issues?
Amarr Heavy_
Amarr Assault_
Caldari Scout
|
Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4431
|
Posted - 2014.06.14 17:10:00 -
[55] - Quote
Mobius Wyvern wrote:Scheneighnay McBob wrote:Feldt-Grace wrote:The HMG is not OP, but the reload time could be longer~ A clip size nerf might just do it, actually. Think about it: the HMG would become a breaching weapon- you want the first guy through the door to have one, but after that you'll need assault rifles and the like to back it up. While a group of HMG heavies would initially be devastating, they would all be reloading by the time a shotgun scout runs into the room as backup. I like the way you think.
Or you could leave the goddamn weapon alone. |
TIGER SHARK1501
The Phoenix Federation Dark Taboo
20
|
Posted - 2014.06.14 18:51:00 -
[56] - Quote
Bormir1r wrote:This weapon is utterly OP. In one second you can just mow down scouts, and in two you mow down assaults. Granted the role of the heavy is to do a lot more damage but sacrifice speed, however there is too much damage. This is certainly evident from just the fact of when many of the weapons were nerfed in 1.8. However, the HMG was left untouched and furthermore had it's range buffed. Even though it didn't receive any future buffs, it did however gain an indirect buff due to the nerfs of all the other weapons. A single bullet does almost as much as a Six Kin Combat Rifle's, currently, yet it has twice the rate of fire. That means the HMG is doing almost twice the damage of a Six Kin, and the Six Kin is still an extremely deadly weapon.
In this respect I suggest the HMG receive a slight nerf, to balance it's power/role compared to the other weapons. When many weapons were nerfed in 1.8, they were generally nerfed by about 10%, and in the same manner, the HMG's firepower should be reduced from 18.00 to 16.00, (1.8 rounded to 2). This should and would balance out the HMG making balanced in comparison to other weapons. Would you be referring to the same scouts that speed behind them to shoot them in the back with a proto shotgun? Just curious? |
Bormir1r
Fatal Absolution General Tso's Alliance
423
|
Posted - 2014.06.14 18:55:00 -
[57] - Quote
Himiko Kuronaga wrote:ANON Cerberus wrote:Arkena Wyrnspire wrote:A question to those heavy defenders.
How do you counter heavy spam on an objective map? Not just a couple of heavies, but when the enemy team is spamming them.
Shotgun scouts don't work because you get gibbed by a HMG even if its not your target's one (and also if it's a high level sentinel it can take 4 shots to kill them, at which point they have most certainly turned around and killed you). REs will get spotted if you start using them frequently against them.
No other class has a prayer of taking them on. You generally can't take them at range because in an objective there's cover and a lot of them will force you to within 20m of the heavy. The only TRUE counter is more heavys. I personally find the forge gun can be a deadly counter but its totally dependant on skill shots. None of this HMG spray and prey. There are a lot of ways to break that scenario, but basically what is happening is the heavy is very good at entrenching into an area and holding lesser frames off when he has radar and nanohive support. But this is EXACTLY how it should be. The heavy frame absorbs all of the benefits his team gives to him and becomes an avatar of destruction. Without those benefits he's just a big, dumb, blind giant. First of all, if you let them entrench in the first place and you need to pay the price for that. I'm tired of hearing my own guys complain about this, it's scrubby as hell. If you're attempting to win then it is not acceptable to let such a thing happen like it's a small deal and expect to get it back easily because your theoretical gun game is superior. That's some 13 year old "im good at video games why aren't i winning?" logic, and I saw it every day when I was playing. When someone clamps down on a point with large frames, you siege them. It's as simple as that. Back when I was playing PC every day even in FA we had people running into an objective over and over and over trying to take it and be the hero, or the more consolidated approach was to wait for 2 or 3 people and then push like it would make any real difference. That's just rolling the dice on hoping somebody on the enemy side wandered off and weakened their position. It's stupid. Was anybody going to high ground and shelling them with mass drivers? No. Rarely if ever. And that's a failure derived from ego. A siege has to be done in a methodical fashion. You surround an area, specifically from high ground, you shell the hell out of it and destroy all enemy equipment and cut off uplink and nanohive support. Then, when the enemy is widdled down, you move in as a team. Racro 01 Arifistan wrote:[ unforutntley the hmg's optimal reaches out to 40 with effective of 60.
ironically this is where the assault rifles ranges are. Bullshit. There is a thing called spread. You are losing 90% of your DPS from that range with the HMG. The rifles are not. I swear to god, talking to people who play this game is like having a back-and-fourth with a 12 year old who thinks they know something because they overheard one of their friends talking about it.
But what about the sprinting glitch and slug effect you experience from the HMG bullets? A scout that is frozen makes it completely pointless and is essentially suicide.
"One does not simply" run 11.12 m/s.
Oh wait, mk.0 Scouts do it... Oops.
|
Rynoceros
Rise Of Old Dudes
3891
|
Posted - 2014.06.14 18:57:00 -
[58] - Quote
Bormir1r wrote:Himiko Kuronaga wrote:ANON Cerberus wrote:Arkena Wyrnspire wrote:A question to those heavy defenders.
How do you counter heavy spam on an objective map? Not just a couple of heavies, but when the enemy team is spamming them.
Shotgun scouts don't work because you get gibbed by a HMG even if its not your target's one (and also if it's a high level sentinel it can take 4 shots to kill them, at which point they have most certainly turned around and killed you). REs will get spotted if you start using them frequently against them.
No other class has a prayer of taking them on. You generally can't take them at range because in an objective there's cover and a lot of them will force you to within 20m of the heavy. The only TRUE counter is more heavys. I personally find the forge gun can be a deadly counter but its totally dependant on skill shots. None of this HMG spray and prey. There are a lot of ways to break that scenario, but basically what is happening is the heavy is very good at entrenching into an area and holding lesser frames off when he has radar and nanohive support. But this is EXACTLY how it should be. The heavy frame absorbs all of the benefits his team gives to him and becomes an avatar of destruction. Without those benefits he's just a big, dumb, blind giant. First of all, if you let them entrench in the first place and you need to pay the price for that. I'm tired of hearing my own guys complain about this, it's scrubby as hell. If you're attempting to win then it is not acceptable to let such a thing happen like it's a small deal and expect to get it back easily because your theoretical gun game is superior. That's some 13 year old "im good at video games why aren't i winning?" logic, and I saw it every day when I was playing. When someone clamps down on a point with large frames, you siege them. It's as simple as that. Back when I was playing PC every day even in FA we had people running into an objective over and over and over trying to take it and be the hero, or the more consolidated approach was to wait for 2 or 3 people and then push like it would make any real difference. That's just rolling the dice on hoping somebody on the enemy side wandered off and weakened their position. It's stupid. Was anybody going to high ground and shelling them with mass drivers? No. Rarely if ever. And that's a failure derived from ego. A siege has to be done in a methodical fashion. You surround an area, specifically from high ground, you shell the hell out of it and destroy all enemy equipment and cut off uplink and nanohive support. Then, when the enemy is widdled down, you move in as a team. Racro 01 Arifistan wrote:[ unforutntley the hmg's optimal reaches out to 40 with effective of 60.
ironically this is where the assault rifles ranges are. Bullshit. There is a thing called spread. You are losing 90% of your DPS from that range with the HMG. The rifles are not. I swear to god, talking to people who play this game is like having a back-and-fourth with a 12 year old who thinks they know something because they overheard one of their friends talking about it. But what about the sprinting glitch and slug effect you experience from the HMG bullets? A scout that is frozen makes it completely pointless and is essentially suicide. They killed stun lock. Update your complaint appropriately.
PSN: The_Rynoceros
Destiny beta SoonGäó
Console Master Race
|
Bormir1r
Fatal Absolution General Tso's Alliance
423
|
Posted - 2014.06.14 18:58:00 -
[59] - Quote
The dark cloud wrote:Wait a sec, a scout complaining that he gets killed too quickly because he is using the suit with the lowest amount of HP? Get your passive scan skills up and you can shot heavys in the back. Thats what i do and i dont think that the HMG is OP. I play as scout, heavy and logi and know all up and downsides to it. heavys are there for close quarter point defense but have very crappy passive scanning skills.
Lol minmatar scout has zero passive skills under than hacking, which doesn't help for combat. Furthermore it also has the lowest eHP, and even though it's "slightly" faster, it's insignificant in terms of speed/strafing compared to the Gal scout.
"One does not simply" run 11.12 m/s.
Oh wait, mk.0 Scouts do it... Oops.
|
Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4431
|
Posted - 2014.06.14 18:58:00 -
[60] - Quote
They removed the slow-down from bullets in the recent hotfix. Anything you are experiencing is purely your imagination, and your imagination is no cause to ask for nerfs on an unrelated suit. |
|
Bormir1r
Fatal Absolution General Tso's Alliance
426
|
Posted - 2014.06.14 19:01:00 -
[61] - Quote
Himiko Kuronaga wrote:They removed the slow-down from bullets in the recent hotfix. Anything you are experiencing is purely your imagination, and your imagination is no cause to ask for nerfs on an unrelated suit.
I still experience the sprinting glitch, which happens every time I fire my shotgun or activate my cloak and I immediately start sprinting after this action. Definitely not my imagination, and granted we don't need to nerf the HMG, but something needs to be done about this bug.
"One does not simply" run 11.12 m/s.
Oh wait, mk.0 Scouts do it... Oops.
|
Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
888
|
Posted - 2014.06.14 20:07:00 -
[62] - Quote
Bormir1r wrote:Himiko Kuronaga wrote:They removed the slow-down from bullets in the recent hotfix. Anything you are experiencing is purely your imagination, and your imagination is no cause to ask for nerfs on an unrelated suit. I still experience the sprinting glitch, which happens every time I fire my shotgun or activate my cloak and I immediately start sprinting after this action. Definitely not my imagination, and granted we don't need to nerf the HMG, but something needs to be done about this bug.
Still don't see the point in common with a call for HMG nerf....
Cal.Heavy-Min.Heavy-Amarr.Heavy
Believe in the FORGE, young padawans
SoloDoloreSuCharlie
|
knight guard fury
Carbon 7 Iron Oxide.
1052
|
Posted - 2014.06.14 20:13:00 -
[63] - Quote
the HMG is not OP, but they gave it some ridiculous range so heavies can now kill at range with a std HMG instead of an assualt HMG.
nerf the range and it will be somewhat more reasonable
In Rust We Trust
Vherokior Warrior
My Honor is for the Republic
|
J4yne C0bb
Molon Labe. General Tso's Alliance
373
|
Posted - 2014.06.14 20:56:00 -
[64] - Quote
Bormir1r wrote:J4yne C0bb wrote:Bormir1r wrote:1. The HMG output is incredible, however I will concede that this is the role of the heavy. As Lynn Beck said, heavies should be feared, however they shouldn't be able to do 360s and whiplashing scouts without even noticing. (You can even imagine this. A heavy feels a little tickle from a bad shotgun blast, then whips around while blasting his HMG with no aim, and suddenly sees a scout drop down to the ground, no longer moving. The player all of a sudden seems stunned, surprised with the amazing power the HMG holds.) It also makes sense that because heavies are "heavier," they should turn slower do to their weight/ weight of the weapon. I'm sorry my man, but this simply is not an fair characterization of heavy vs. scout play, at least from the heavy perspective. It's true that you can turn much quicker than before, but it's still pretty easy to get pwned by a good shotgun scout or REs. And it's not simply a matter of whipping around then spray and pray -- even if I whip around quick enough, I still have to get a bead on the quick bastard and keep up with his quicker strafing ability to put him down. It takes maybe 2-3 good shots to end a heavy, and it's pretty easy to lose to a scout even if you do have time to whip around and fire, because by the time you do, he only needs one more killing shot. There's a lot more skill involved in evading a shotgun to the back of the head that you are giving heavies credit for. Not trying to be argumentative with you, just saying. Ok, I can sympathize with the heavies, but you have to at least grant the fact that an immobile scout is a dead scout, and this comes from the sprinting glitch, and also the slug bullets which we're still experiencing now. Also it takes an average of 4 SG shots to kill a heavy, and up to 5 or 6 shots for a Gall Heavy, which to me makes it a little too hard to kill a heavy, and not taking into account the really bad hit detection from the shotgun.
You make some good points, I concede that. I do think that the effective range is a bit much for the HMG, because I have killed and been killed at about 40 meters, which I think is a little on the high side for that weapon... it could probably be reduced slightly, maybe 35, no less than 30.
But the turn speed cap, that one I can't go with you on -- It sounds like a good idea in theory, but truly, it made the class virtually unplayable. CCP already tried that around 1.4 to 1.7 (I think? I forget), and i played heavy pretty exclusively back then. The turn speed cap, coupled with the dispersion problems with the HMG at the time (where it acted like a short-range laser rifle), it was a nightmare, no joke. Even in CQC, you couldn't aim fast enough to defend yourself, where you were supposed to be king. 1.0 kdr matches were pretty common, for me anyway.
Honestly, I think some of this is that there are some really good heavies around now, and it's due to trial by fire, at having to overcome all the restrictions placed on the heavy class in previous builds. If you played through that period as a fatman, it really sharpened your gun game, cause despite that big circle reticle, unless your tiny little white dot in the center was directly on target, you weren't hitting jack ****. And the cap to turn speed really upped your situational awareness about where your enemies were coming from, and predicting enemy movements, cause if you didn't, it meant you were quickly dead. All of us hated those damn restrictions, but honestly, it really did breed a better class of heavy.
A similar thing happened recently in 1.8, when REs became the go-to offensive weapon against heavies-- you know how many times I blundered dumbly into an scout's RE trap right after that build dropped? It was embarrassingly common, for me and a lot of other fatmen, let me tell ya. It took about a month or more until I learned to recognize and avoid those situations.
Same can be said about scouts, I think. Personally, I enjoy scout, but I actually suck at it, compared to those guys who played all through the pre-cloak builds where the scout class was crap. I have no idea how Moody, Mustard or Fusion do it, but I'm sure it's borne of the same trial by fire heavies went through.
Dust 514... another leaf on the wind.
PSN ID: B16D4mnHer0
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Defy Gravity
428
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Posted - 2014.06.14 21:06:00 -
[65] - Quote
The hmg is supposed to be OP its fine fu-ck off we have to deal with scouts, combat rifles, shotguns, tanks, and re's,
So again.... fu-ck off
If I kill you in game, look for a confirmation that says "I Just Killed You"
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sabre prime
Crux Special Tasks Group Gallente Federation
277
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Posted - 2014.06.14 22:05:00 -
[66] - Quote
I'm adding my 0.02 ISK pretty late to this discussion, but I'm surprised this is an issue. I'm a scout and I don't think the HMG is OP. I accept that that's what a HMG does, rip everything to pieces.
Just stay away from tight corridors with a heavy standing at the other end with his HMG. Your not going to win.
Desperate attempt to get BPOs
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Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4434
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Posted - 2014.06.15 00:51:00 -
[67] - Quote
sabre prime wrote:I'm adding my 0.02 ISK pretty late to this discussion, but I'm surprised this is an issue. I'm a scout and I don't think the HMG is OP. I accept that that's what a HMG does, rip everything to pieces.
Just stay away from tight corridors with a heavy standing at the other end with his HMG. Your not going to win.
That's just it though. It isn't an issue.
It's just stream of conscious in this forum goes full circle, until every single feature of the game has been thoroughly bitched about. |
aaaasdff ertgfdd
Brutor Vanguard Minmatar Republic
19
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Posted - 2014.06.15 01:02:00 -
[68] - Quote
One Eyed King wrote:I also think their rotation speed has something to do with it. They are significantly heavier, use an incredibly heavy weapon, yet can pirouette pretty much the same as anyone else.
Its easy to get kills when you can spam the HMG 360 at the speed a fast scout can run around you in CQC. Not much skill involved. About as much skill as a shotgun scout decloaking off the port bow like an Eve Klingon and OHK anything in the game except a heavy. I think if scouts were balanced heavies would be very OP but because of scouts I think they are fine. Shooting an entire room down with a shotgun, or killing a whole room with 1 remote, is the same thing to me as an HMG mowing the noobs trying to cqc a sentinel with a hmg wearing only 400 hp scout suits. |
aaaasdff ertgfdd
Brutor Vanguard Minmatar Republic
19
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Posted - 2014.06.15 01:04:00 -
[69] - Quote
Himiko Kuronaga wrote:sabre prime wrote:I'm adding my 0.02 ISK pretty late to this discussion, but I'm surprised this is an issue. I'm a scout and I don't think the HMG is OP. I accept that that's what a HMG does, rip everything to pieces.
Just stay away from tight corridors with a heavy standing at the other end with his HMG. Your not going to win. That's just it though. It isn't an issue. It's just stream of conscious in this forum goes full circle, until every single feature of the game has been thoroughly bitched about. We have been in this cycle of nerf hmg at least 3 times. |
Michael Arck
4690
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Posted - 2014.06.15 01:32:00 -
[70] - Quote
People are really trying to rally up to nerf the heavy any which way they can. This is just terrible.
It's a Sentinel. Its doing what its supposed to do. I don't know how many times that must be said for folks to realize that. Any nerfing to the heavy or the HMG will only nerf its role as a whole on the battlefield.
Archistrategos
Where the fear has gone there will be nothing....only I will remain
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Michael Arck
4690
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Posted - 2014.06.15 01:34:00 -
[71] - Quote
Himiko Kuronaga wrote:sabre prime wrote:I'm adding my 0.02 ISK pretty late to this discussion, but I'm surprised this is an issue. I'm a scout and I don't think the HMG is OP. I accept that that's what a HMG does, rip everything to pieces.
Just stay away from tight corridors with a heavy standing at the other end with his HMG. Your not going to win. That's just it though. It isn't an issue. It's just stream of conscious in this forum goes full circle, until every single feature of the game has been thoroughly bitched about.
Pretty much this. They hack it until it can get hacked no more and then pick up the role and want it to be buffed. It's a repetitive cycle that is unhealthy. I hope, with my fingers crossed, that this stuff isn't listened to. I think I know better though.
Archistrategos
Where the fear has gone there will be nothing....only I will remain
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Tectonic Fusion
1692
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Posted - 2014.06.15 03:18:00 -
[72] - Quote
Bormir1r wrote:II get it whenever I immediately sprint after activating my cloak and after shooting my shotgun. As a scout, it is of utter importance for me to move immediately after firing my shotgun, because every second counts. Heh? I get it whenever I cloak then immediately start running.
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Snake Sellors
Hellstorm Inc League of Infamy
104
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Posted - 2014.06.15 20:37:00 -
[73] - Quote
There Is nothing wrong with the hmg, nothing at all.
it's a heavy machine gun!
the range is fine, when people shoot one from that far the thing is they waste a lot of ammunition.
reducing their turn speed would turn them back into sitting ducks.
there are plenty of tactics to use in order to counter the advantages of a heavy.
the only thing that heavies are good for is killing at close ranges that requires everything they have been given up to now.
heavies are already vulnerable to scouts with shotguns and remotes, to the point of almost insta-kill
people who are trying to get the heavies nerfed now are just people who want to be able to play without any thought at all.
spray and pray playstyles are becoming a thing of the past folks. move on.
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Powerh8er
Ganking Jugend
440
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Posted - 2014.06.15 21:24:00 -
[74] - Quote
If the heavies turn speed is nerfed then heavies will have no chance whatsever against shotgun scouts. which is total bs.
The armor tanked sentinel with HMG is currently struggling to compete against acr scouts in cqc because of the stun lock removal, scouts just strafe through the beam now. witch is total bs.
Any nerf to it will ruin HMG heavies again. |
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